Mearls On D&D's Design Premises/Goals

First of all, thanks Morrus for collecting this. I generally avoid Twitter because, frankly, it's full of a$$holes. That aside: this is an interesting way of looking at it, and underscores the difference in design philosophies between the WotC team and the Paizo team. There is a lot of room for both philosophies of design, and I don't think there is any reason for fans of one to be hostile to...

First of all, thanks [MENTION=1]Morrus[/MENTION] for collecting this. I generally avoid Twitter because, frankly, it's full of a$$holes.

That aside: this is an interesting way of looking at it, and underscores the difference in design philosophies between the WotC team and the Paizo team. There is a lot of room for both philosophies of design, and I don't think there is any reason for fans of one to be hostile to fans of the other, but those differences do matter. There are ways in which I like the prescriptive elements of 3.x era games (I like set skill difficulty lists, for example) but I tend to run by the seat of my pants and the effects of my beer, so a fast and loose and forgiving version like 5E really enables me running a game the way I like to.
 

MUAHAHAHAHAHAHAHAHAHAHAHA!

And there you have it. I'm so sorry- you were around in the 1980s. Clearly, you know what you are talking about. All the rest of us should just know our place, and bow before our better.

I'm so sorry, and I will endeavor to learn words better so that I can fully comprehend how well you understand all those things I clearly do not.
Okay. Let's put this in perspective:

1. Someone ask me a question about 1E
2. I respond to that person
3. You jump in doing personal attacks claiming I was not around in the 80's, do not know OSR and bunch of other nonsense
4. I state (factually) I was around in the 80's and did play OSR games.
5. You again attack and claim I am lecturing whatever when I just responded to you

You make up statements or at the very least intentionally misinterpret and misrepresent statements and attack items never said. You sir are a troll. I don't feed trolls. I am done arguing with you. I will respond to Lanfan if he responds.

Nevermind him, man. @lowkey13 just thinks he's better than everyone on this forum what with all his fancy words and logical arguments and grasp of facts.

EDIT: dang, checking out the XP and Laugh Statistics makes me realize @lowkey13 is better than everyone. :p
 

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pemerton

Legend
Do you not like the idea that the GM may have to decide a mechanic to apply when a player comes up with an idea?

Do you prefer the mechanics always exist prior, so the the GM's job is more clearly defined in that he sets the DC (or at the very least consults the book to determine the DC)?
With reference to the first question, it depends what you mean by "deciding a mechanic to apply".

Here's an example that I don't mind at all (it's an actual play example from a game I GMed earlier this year): the PCs are driving across the surface of a desert planet in their ATVs, trying to avoid bombardment from a starship in orbit, with the fire being directed by a spotter flying above the surface in a small craft. The game (Classic Traveller) has rules for evasion of fire in a small craft, but no rules for evasion of fire in a ATV. I used the same rules, but substituted driving skill for piloting skill.

Here's an example that I'm not the biggest fan of, but it's the sort of thing I have to do quite a bit of in GMing the same system (Classic Traveller): when the players are attacking an enemy vessel, the players want their NPC ally with excellent computer skills to write some code that will jam the other ship's computer's targetting software, and transmit that via their communicators to that other ship. In a system like 4e or MHRP/Cortex+ Heroic this would be trivial to resolve, because they use "subjective" DCs in closed-scene resolution systems. But in Traveller this requires setting an "objective" DC, which helps establish the feel of the setting. Set it to low, and - even before one gets to issues of breaking the game - one can break the setting. Set it too high and one can break the players' engagement (and it's not like transmitting jamming signals seems out of place in a slightly pulpy sci-fi game). Burning Wheel also calls for a fair bit of this, but (a) has more examples of DCs in its skill descriptions, (b) is a fantasy game and so has less stuff that is anchored in the real world but draws on expertise I don't have, and (c) has many player-side metagame features that allow players to do stuff to maintain their engagement even when DCs are high or impossible (whereas Traveller has exactly zero of this sort of thing).

Here's an example I don't really like at all (it's from Moldvay Basic): the player, whose PC is losing a sword fight while standing on the edge of a cliff, and knowing that there is water somewhere in the dungeon below, declares "I jump over the edge hoping to land in a stream and survive!" Moldvay suggests that "there should always be a chance" and says the GM should work this out by thinking through the in-fiction logic of the situation: from memory, in this case he suggests a % roll with survival on 99 or 100.

I don't like that example because it requires me to, essentially, fiat the players chance of success (a) with no real mechanical guidelines or support as to what the chance should be, (b) not factoring in player-side resources or capabilities (such as PC DEX, in Moldvay's example; or WIS/Perception to perhaps hear the sound of running water from below), and (c) seemingly overriding both the extant falling damage system and the extant saving throw system.

The boundary between the second Traveller case and the Moldvay case is spectral, not sharp, but it's one that I feel nevertheless.

Here's quite a different example - this is another actual play one - and you may not regard it as falling under your question at all, but for me it does and I didn't really like it: in the Traveller game, before the PCs found themselves under bombardment, they were looking for a base out on the planet's surface (all the people on the planet live in a domed city - except for the sneaky ones who hang out in secret bases - and the PCs were trying to follow a vehicle that had left the city for the base). The game has encounter mechanics (which can also include results like getting lost), and rules for checking for vehicle failure; but it has no rules for working out when you get where you're going. (This is different from its interstellar jump rules, which are very solid in that respsect.) It assumes that the travel will be plotted on a map, but (at least in my view) that's not practical in a game where the PCs jump from planet to planet pretty often, and we're talking about on-world distances of hundreds or thousands of miles, and mapping correspondingly large areas; and also it gets very close to GM fiat, as my choice about where the base is, in a context where it only becomes salient because the PCs want to follow someone to it, becomes the overwhelming determinant of how the situation unfolds. I can't remember now exactly how I handled it, but think perhaps I rolled some dice to work out a distance (in days), and then used some Navigation-type checks on top of encounter results to determine how many extra days were taken. But the whole thing was unsatisfactory and fiat-laden. The contrast with a (somewhat) similar journey across a desert in a Burning Wheel game, which was easily resolved just by setting an Orienteering DC and then narrating an appropriate unhappy consequence when the check failed, was pretty marked.

Ultimately I want player choices to matter, and I want PC build to matter (eg having vehicle skill should make a difference when your PC is trying to achieve something using a vehicle) and - if the system uses dice - I want the dice rolls to matter. I don't like the GM's decision-making to be determinative, or even the predominant influence.

It's also not coincidence that all my examples are from Traveller, as it is the only system I've GMed in the past 10 or so years that doesn't have some sort of universal resolution system, and so it generates these issues in a way that those other systems (4e, BW, Prince Valiant, MHRP/Cortex+ are the main ones) don't. What I find amazing about Classic Traveller is how powerful it is as a system, despite some of the issues I've noted, given that it was designed in 1977 and it's rules are really pretty thin and it covers a pretty good spectrum of sci-fi action. I used to have more respect for Runequest than Traveller but I think that was a misjudgement.

If it's not GM input that you do not like, then what's the issue with the GM deciding what mechanic to apply based on the situation?
Hopefully I've answered this. I'm happy to say more if you're interested.

when rules are heavily codified, I think it does limit the players. There are plenty of anecdotes where a new player wows everyone at the table by coming up with some totally unexpected idea.
I can only speak about this from experience.

The first thing to say about that experience is that it includes very little 3E D&D - I mention that because for many posters on these boards that is an important comparison case - and that for the past 20 years it hasn't involved much open/club play. (That largely stopped when I finished my undergrad studies.)

But over the past 30 years, I've found that if a player's sheet tells them something encouraging about their PC's social capabilities, then they are more likely to declare interesting social actions than otherwise. I've also found that uncertainties across differing subsystems can make fair adjudicaiton hard. (An example that I can probably link to if you're interested: Luke Crane, in running Moldvay Basic, let someone move silently based on a DEX check - and only later on worke out that was proably hosing thieves who had a much lower % chance to move silently.) And I've found the best way to encourage players to declare interesting and unexpected actions is to adjudicate them fairly by reference to the mechanics so that the players know they can succeed (but perhaps also fail) and so they keep doing them (because they know they can succeed, although there is no guarantee).

No doubt others have had different experiences!

This happens because they don't know the rules. They don't know what they are allowed and not allowed to do. Creating a list of actions to add to an attempt at Influence/Diplomacy/Persuasion is limiting by its nature.
I think this may be how 3E handled it (I'm not sure - as I've said, it's not really a game where I'm across all the detail)?

I'm not a big fan of "allowed/not allowed". To me it's a product of class-based games with tightly circumscribed abilities (spell lists are a classic example but not the only one - thief abilities are another example, as Luke Crane belatedly realised!).

I prefer a system that allocates capabilities in ways that are mechanically fairly transparent, so that if you try strategy X rather than strategy Y you roughly know what you will be bringing to bear. In AD&D the way I got into this style of GMing was by refereeing an all-thief game - so (outside of magic, which is more easily quarantined within the context of the fiction) the issue of "that's not allowed" didn't really come up. (Maybe we had no tracking in that game - it was mostly city-based - or maybe someone had the Wilderness Survival Guide Tracking proficiency; I don't remember any more.) But for nearly 20 years (1990-2008) I overwhelmingly GMed Rolemaster, and it has an express "no limits, just costs" approach to PC building and making checks. Players naturally enough will try to steer the action into spheres of activity to which they're suited, but you will see them trying stuff that they need to try even if they're not too good at it.

And then 4e encouraged this sort of play even more because the "subjective" DCs within a skill challenge framework make success possible even for the poorly skilled, while allowing the specialists to be able to get the multiple successes within their field of specialisation that are needed to bring the situation to a successful conclusion. (Mathematically: a 50-50 chance of success is something that a player will attempt as a one-off to get something s/he wants; but that player can't win a skill challenge on 50-50 odds, so the "subjective" DCs don't lead to the unskilled "outshinging" the skilled in their field of expertise.)

In D&D, weapons and armor are more central than the finery of one's clothes. It's more important that the fighter is wearing plate armor than that the wizard is wearing a robe, or a scholar's outfit.

<snip>

As for powergaming and narrative approach, I think that Mearls meant that they focused more on narrative differences from character to character within the same class, rather than an overwhelming number of options in that class in order to differentiate. So instead of worrying about having a fighter subclass for each possible weapon type and so on, they said here are a few mechanical options, and here are others such as background, and bonds and flaws where you can make your fighter different from the other guys.

I don't think he's saying the sole way to differentiate is through these narrative means, nor is he describing D&D as a narrative game in the sense commonly used on these boards, but he's saying that the "options" that exist to create a unique character are more narrative based than they've been for D&D.
If the comparison class is D&D, as you suggest, then some of those remarks make more sense then they otherwise seemed to. Thanks for suggesting that reading.
 

Sadras

Legend
@Charlaquin you're essentially asking for an Advanced Player's Handbook where one could swap out racial traits, class and subclass features, and/or background features and characteristics and thereby have additional decision points during class creation/progression hopefully making each Champion mechanically different.
 
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Gradine

The Elephant in the Room (she/her)
I had two bags of grass, seventy-five pellets of mescaline, five sheets of high powered blotter acid, a salt shaker half full of cocaine, and a whole galaxy of multi-colored uppers, downers, screamers, laughers... and also a quart of tequila, a quart of rum, a case of Budweiser, a pint of raw ether and two dozen amyls just for the weekend of D&D gaming.



Not that I needed all that to play Lost Mines of Phandelver, but once you get locked into a serious D&D game, the tendency is to push it as far as you can.

Don't ever stop in Ravenloft. I hear that it's bat country.
 

pemerton

Legend
Here's the original!
Sure - I'm talking about AD&D levels to refer to the AD&D charts - but on the assumption that they are being used in 5e. I don't know whether a 7th level AD&D cleric is stronger or weaker than a 7th level 5e cleric, and I'm not even sure that's a meaningful question.

But I'm confident that a 7th level 5e cleric who gets to turn undead using the Level 7 column of the AD&D chart will do better against wraiths, and undead weaker than wraiths, than if that same cleric is being played according to the 5e turning rules. (I didn't check the numbers for more powerful undead, but having just had a look I think the 5e rules make it easier to turn a vampire at 7th level then using the AD&D chart, which requires a 16 at 7th level which is equivalent to allowing the vampire to save on a 6, which won't happen in 5e - if we bracket legendary resistance, which is a complicating factor).

I simply was pointing out that, as someone who regularly converts from 1e to 5e, straight conversions of levels is foolish, especially close to the name level and beyond.
OK, this isn't what I thought you were saying. If you think it's just a mistake to drop the AD&D chart into 5e, that's fine. I think that's your anwer to [MENTION=29398]Lanefan[/MENTION]'s question!
 


pemerton

Legend
I wanted to include a skill type challenge to represent the dangers and resource-tax effect of exploration as opposed to rolling for random encounters.

Where success in the skill challenge could be earned or advantage gained in the checks via the expenditure of short or long rest class features, Hit Dice and even Inspiration Points that can via the narrative match up to the challenge. This is further helped (in my game) only because I have hitched the recharging of resources to the exhaustion mechanic, so expending short or long rest class features is risky/costly.
If you get this to work, and you want to post a thread about it, I'd be happy to be mentioned into it - I look at 5e and try to think about how I would make this work and my head explodes a little bit, so it's interesting to see someone is going to pull it off! (The endeavour, not my head.)

Does your use of exhaustion put them all onto a uniform scale (with different costs based on rest standardly required)?
 

Charlaquin

Goblin Queen (She/Her/Hers)
@Charlaquin you're essentially asking for an Advanced Player's Handbook where one could swap out racial traits, class and subclass features, and/or background features and characteristics and thereby have additional decision points during class creation/progression hopefully making each Champion mechanically different.
Yes, something like that would be super rad.
 

Parmandur

Book-Friend
So when I say I don’t care how many options I can spend my character building resources on, I care how many character building resources I have to spend, you go find out how many options I can spend each of the character building resources on? There could be 5000 each of races, classes, subclassss, backgrounds, and Feats, that wouldn’t change the number of decision points in character building, it would only change the number of permutations possible with the same set of decision points. I don’t care how many permutations there are, I care how many decision points there are. Making decisions is the most important part of the game to me.


Really? You know that? Because I don’t give a hot turd about which options are optimal. Kindly do not assume my motivations.

I care about being able to make a champion fighter that plays mechanically differently than Tommy’s champion fighter. It’s fine if she’s worse, as long as she’s different. Character building for me is about self-expression, not power, and currently 5e does not give me the tools to express a character differently than other characters of the same class and subclass. At best, I’ll have slightly different modifiers to the same exact actions if I choose different Feats and ASIs, but those differences are minor and come several levels apart.


I thought the 5e philosophy was supposed to be about not designing around negative player behavior. Power gamers gonna powergame, just like bad DMs gonna DM badly. No sense hamstringing the game just to proved them less ammo.


Yes, and this is one of the many reasons I hate 3.X. Because despite drowning players in mechanical options, the over-specific prerequisites make it impossible to build a character as you go. If you want to play a particular prestige class, you have to plan all your skill ranks ahead of time so you can meet the prerequisites, which means that in effect, all of the decisions there are front loaded too. All it achieves is making character creation a painfully long and fiddly process. Conversely, 4e figures out how to give players choices to make at every level, and didnt punish players who made those decisions as they went. Sure, there were some optimized builds, but you weren’t made to feel useless for choosing the cool, interesting options as you went, rather than building the perfect optimized machine before play even starts.


Yeah, multiclassing is... an option, I guess. I’ve never really liked it. I want to make a rogue, who is a rogue, but plays a little differently than Shannon’s rogue, not a rogue who’s also a warlock and a sorcerer.

"Mechanical" distinctions aren't that meaningful to me in defiining a character: two PCs with identical combat mechanics but different Traits, Ideal and Bonds are going to be far more important in my experience: or different voices. Mechanics, eh, Class/Subclass and Race/Subrace provide plenty of that. I'd wager the WotC team has found pretty close to the ideal balance there. I'd like to see something like the PF2 Archetypes to replace Feats/ASIs, but that is not necessary.
 
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